MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Mechlab
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Update: Sep 29, 2022 @ 4:49am

0.30.3 Yet Another Mechlab
Added: Anti-Air Targeting ("antiAirTargeting": true) to replace built-in Predictive quirks. They only work on VTOLs.
Added: "excludeTags" to weapon groups (json quirks)
Fixed: weapon tooltip ammo explosion value, UAV range value
Fixed: machinegun damage and flamer heat damage quirks not shown in tooltip
Added: some gift hero mechs for some people (MAD-BARA, KGC-J, ASN-W, AS7-D-Y, CP-TTB) - they will automatically receive it in their campaign / career savegames once. These mechs won't spawn otherwise.

Update: Sep 26, 2022 @ 9:31am

0.30.2 Yet Another Mechlab
Fixed: weapon tooltip missing some stats (SRM spread etc)
Fixed: mechlab installation logic so it's no longer possible to replace "fixed" equipment
Removed: Mods menu widget (back to vanilla, no longer loads thumbnails, should be much faster)

Update: Sep 25, 2022 @ 11:14am

0.30.1 Yet Another Mechlab
Fixed: weapon stats on tooltip and cumulative dps
Fixed: crit splitting now applies to 8-crit weapons as well

Update: Sep 24, 2022 @ 4:00am

0.30 Yet Another Mechlab
Added: complete rework of item install logic by @trueg
Added: Support for crit splitting on weapons larger than 8 slots - a minimum of 8 slots must remain on the component the weapon is installed, the rest can go to surrounding components
Added: heatDamageMulti property (only works on Flamers and Melee for now)
Added: Eject function (default: Ctrl-K)
Added: Savegame Option to set equipment, ammo, internals C-Bill base cost multiplier (not weapons)
Added: Mirrored DLC3 melee animations for BlackKnight and Wolverine from Yet Another Special Variant
Added: All of Mace24de's additional weapon hardpoints from Lore-accurate variants to improve compatibility between YAML mods
Added: Merciless20's flood lights as an optional stronger mech light (hotkey L) for mechs with the "searchlight" quirk
Added: New mech quirks based on the Extended YAML Quirks mod (Thanks to qm and Ron1977)
Changed: Cleaner mech tonnage rounding: never get stuck again on half a point of armor before the max tonnage.
Changed: King Crabs have melee now due to crit splitting the AC20, with lower arm actuators and horizontal movement (except KGC-CAR). Now KGCs only have 8 crits on arms! (no more 2x5slot weapons), possibly invalidating some builds.
Changed: added more Factions to YAML Marauder IIs so they spawn more often, adjusted BVs.
Fixed: duplicate quirk display
Fixed: max armor values on Stalker, Jenner, Cicada
Fixed: polished some code and UI items
Fixed: work order issues (for good this time, I promise)

Update: Sep 11, 2022 @ 1:53pm

0.25 Yet Another Mechlab
Added: YAML API in the compatibility pack with revamped extension and YamlDerivedMech interfaces.
Added: A few new Locust variants.
Added: moved YAML-specific Clan internal equipment (engines, armor, structure, CASEII) from YAWC to YAML
Added: ModOption to disable Clan internal equipment that are included in YAML (Main Screen toggle button as well)
Added: ModOption to disable Clan Invasion Pirate equipment and Mechs spawning on markets (Main Screen toggle button as well)
Added: counters on work orders and cold storage buttons in the Battlemechs screen
Added: dev console (F10)
Changed: XXL Engines generate double movement heat now (along with the usual negative heat dissipation stat)
Changed: Mech Quirks (Battlefists: 25->15% dmg, Hulk Smash 50% -> 30% dmg, Narrow Profile 10 -> 15%
Changed: Mech Salvage V2 salvage shares are now based on the mech's battle value.
Fixed: Mechlab equipment drag and drop improved.
Fixed: AI Role tooltip, halved mech and equipment tooltip description text scroll speed

Update: Sep 11, 2022 @ 11:39am

0.25 Yet Another Mechlab
Added: YAML API in the compatibility pack with revamped extension and YamlDerivedMech interfaces.
Added: A few new Locust variants.
Added: moved YAML-specific Clan internal equipment (engines, armor, structure, CASEII) from YAWC to YAML
Added: ModOption to disable Clan internal equipment that are included in YAML (Main Screen toggle button as well)
Added: ModOption to disable Clan Invasion Pirate equipment and Mechs spawning on markets (Main Screen toggle button as well)
Added: counters on work orders and cold storage buttons in the Battlemechs screen
Added: dev console (F10)
Changed: XXL Engines generate double movement heat now (along with the usual negative heat dissipation stat)
Changed: Mech Quirks (Battlefists: 25->15% dmg, Hulk Smash 50% -> 30% dmg, Narrow Profile 10 -> 15%
Changed: Mech Salvage V2 salvage shares are now based on the mech's battle value.
Fixed: Mechlab equipment drag and drop improved.
Fixed: AI Role tooltip, halved mech and equipment tooltip description text scroll speed

Update: Sep 5, 2022 @ 10:12am

0.24 Yet Another Mechlab
Added: ModOptions setting: invulnerability for player lance members at mission start (immune to artillery), with timer (0-60s), default: 0s (off)
Added: ModOptions setting: player lance incoming damage multiplier (0-10)
Added: Salvage V1/2: save game setting to assemble into mech without equipment
Added: Salvage V1/2: improved damage model for mech assembly (by default more damage, can be configured in save game settings)
Fixed: Salvage V1 salvage / equipment drops and mech assembly salvage item check
Fixed: LRM20 / LRM20-Artemis crit size
Fixed: Missile SlotType color changing code more specific
Changed UAVs and Coolshots consumables to use MW5's AmmoComponent logic instead of custom counters
Optimized and cleaned up some code
Show vanilla mech role in TTRulez_AI role drop-down if no custom role is set
New equipment property "case2MaxDmg" which allows to fine tune CASE II protection
Experimental quad mech support which converts the arms into front legs

Update: Sep 5, 2022 @ 9:26am

oops. lrm20 fix?

Update: Sep 5, 2022 @ 9:20am

0.24 Yet Another Mechlab
Added: ModOptions setting: invulnerability for player lance members at mission start (immune to artillery), with timer (0-60s), default: 0s (off)
Added: ModOptions setting: player lance incoming damage multiplier (0-10)
Added: Salvage V1/2: save game setting to assemble into mech without equipment
Added: Salvage V1/2: improved damage model for mech assembly (by default more damage, can be configured in save game settings)
Fixed: Salvage V1 salvage / equipment drops and mech assembly salvage item check
Changed UAVs and Coolshots consumables to use MW5's AmmoComponent logic instead of custom counters
Optimized and cleaned up some code
Show vanilla mech role in TTRulez_AI role drop-down if no custom role is set
New equipment property "case2MaxDmg" which allows to fine tune CASE II protection
Experimental quad mech support which converts the arms into front legs

Update: Aug 29, 2022 @ 7:36am

0.23.1 Yet Another Mechlab
Added: Mech role assignment drop-down in mechlab and mech managment screen (also instant action)
Changed: UI polish in the mech management screen and the mechlab (padding, spacing and slot overview)
Fixed: Coolant Pod / Cool Shot